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Pathfinder Society Scenario #2-01: Before the Dawn—Part I: The Bloodcove Disguise (PFRPG) PDF

****½ (based on 23 ratings)

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.

The Bloodcove Disguise is the first scenario in the two-part Before the Dawn campaign arc. Pathfinder Society Scenario #2-02: Before the Dawn—Part II: Rescue at Azlant Ridge is the sequel.

Written by Crystal Frasier

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (23)
1 to 5 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

****½ (based on 23 ratings)

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Failing to stay unnoticed was never more fun


Why the Decemvirate decided to send an alchemist and scholar on an infiltration and reconnaissance mission to a pirate-den is beyond me, but who am I to doubt our leaders? Surely they know what they’re doing, right? .. Right?

Those, dear reader, were the thoughts of my alchemist as she walked through Bloodcove yesterday in what turned out to be a fun and entertaining scenario. As is normal, you find yourself tasked with multiple different objectives that you have to complete. Some you will know from the start, others you will randomly have to stumble across along the way. The good news is that this scenario allows you to tackle these minor quests in whatever order you see fit and however you see fit. You ahve a lot of freedom, but there will be consequences and it’s best to remember that you should act like you’re from this place at all times, even if it’s against your nature. Interpret that as you’d like.

Now, my party wasn’t exactly quite subtle as they made their way through town. We would have honestly just been better off simply stating we were Pathfinders as that would have had the same effect, but we can at least say we tried. As such we got to experience the full scenario as we ended up pissing off all the wrong people. That however isn’t a huge problem, as you’re still left with a lot of freedom when it comes to dealing with the many encounters, some more dangerous than others.

The tasks themselves made sense, though at times I wondered why some NPC’s trusted us that quickly. I mean, we were supposed to be pirates and criminals, so why would you allow us to help, why would you believe us? Some of those segments and interactions felt a bit too easy or forced, but nonetheless enjoyable. That said, the rest was great fun and I’d recommend it to others, whether you’ll be able to blend in or not. As for me, well, I’m just a little bit worried as to how aware the enemies are of us, but I can’t wait to find out in part 2.

Great Story, Great Sandbox


Perspective: GM'd once

This story-arc is easily one of my favorites. Part I does a great job of making the PCs feel the hostility of their environment and lets the PCs drive the scenario's (actually logical) plot. Excellent RP opportunities with a few interesting combats. The "sneak around" mechanic is nice in getting the whole party involved, too.

Lots of stuff to do


I will probably edit this once I have run this as a GM.

The primary mechanic to go around town is clever, and allows for almost everyone to feel like they are carrying their weight.
Non-linear progression. Different approaches are possible for each encounter, rewarding creativity.

Overall a solid scenario.

Great Sandbox and Roleplay Adventure


GM perspective, run at 3-4 subtier.

Definitely needs a couple read throughs for best effect, but very worth it. If you have time to spend and some imaginative players, the traveling skill checks can be very entertaining. The social encounters throughout are great, though the combats leave a little to be desired. Fights ranged from pathetic and noneffective to potentially deadly amounts of damage, but not terribly interesting or memorable. The tactics of the 'boss' in the end are an exception, but the mooks were again a let down. Still, the party had a great time and so did I as the GM.

Entertaining but tough

***( )( )

Player review.

An entertaing but tough scenario. I found this an odd scenario for two reasons. Firstly, it suggests a jungle/wilderness adventure but is in fact an urban adventure. Secondly, the major BBEG encounter is oddly placed overly weakening the party for the final scenes. Had a good time playing but is rather average.

1 to 5 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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